1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
|
/*
* Copyright © 2014-2017 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#ifndef VC5_SCREEN_H
#define VC5_SCREEN_H
#include "pipe/p_screen.h"
#include "os/os_thread.h"
#include "state_tracker/drm_driver.h"
#include "util/list.h"
#include "util/slab.h"
#include "broadcom/common/v3d_debug.h"
#include "broadcom/common/v3d_device_info.h"
struct vc5_bo;
#define VC5_MAX_MIP_LEVELS 12
#define VC5_MAX_TEXTURE_SAMPLERS 32
#define VC5_MAX_SAMPLES 4
#define VC5_MAX_DRAW_BUFFERS 4
#define VC5_MAX_ATTRIBUTES 16
struct vc5_simulator_file;
struct vc5_screen {
struct pipe_screen base;
int fd;
struct v3d_device_info devinfo;
const char *name;
/** The last seqno we've completed a wait for.
*
* This lets us slightly optimize our waits by skipping wait syscalls
* if we know the job's already done.
*/
uint64_t finished_seqno;
struct slab_parent_pool transfer_pool;
struct vc5_bo_cache {
/** List of struct vc5_bo freed, by age. */
struct list_head time_list;
/** List of struct vc5_bo freed, per size, by age. */
struct list_head *size_list;
uint32_t size_list_size;
mtx_t lock;
uint32_t bo_size;
uint32_t bo_count;
} bo_cache;
const struct v3d_compiler *compiler;
struct util_hash_table *bo_handles;
mtx_t bo_handles_mutex;
uint32_t bo_size;
uint32_t bo_count;
struct vc5_simulator_file *sim_file;
};
static inline struct vc5_screen *
vc5_screen(struct pipe_screen *screen)
{
return (struct vc5_screen *)screen;
}
struct pipe_screen *vc5_screen_create(int fd);
void
vc5_fence_init(struct vc5_screen *screen);
struct vc5_fence *
vc5_fence_create(struct vc5_screen *screen, uint64_t seqno);
#endif /* VC5_SCREEN_H */
|